mutter/cogl/cogl-path/cogl-path-private.h
2016-04-22 16:44:31 +02:00

127 lines
3.3 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*/
#ifndef __COGL_PATH_PRIVATE_H
#define __COGL_PATH_PRIVATE_H
#include "cogl-object.h"
#include "cogl-attribute-private.h"
typedef struct _floatVec2
{
float x;
float y;
} floatVec2;
typedef struct _CoglPathNode
{
float x;
float y;
unsigned int path_size;
} CoglPathNode;
typedef struct _CoglBezQuad
{
floatVec2 p1;
floatVec2 p2;
floatVec2 p3;
} CoglBezQuad;
typedef struct _CoglBezCubic
{
floatVec2 p1;
floatVec2 p2;
floatVec2 p3;
floatVec2 p4;
} CoglBezCubic;
typedef struct _CoglPathData CoglPathData;
struct _CoglPath
{
CoglObject _parent;
CoglPathData *data;
};
#define COGL_PATH_N_ATTRIBUTES 2
struct _CoglPathData
{
unsigned int ref_count;
CoglContext *context;
CoglPathFillRule fill_rule;
GArray *path_nodes;
floatVec2 path_start;
floatVec2 path_pen;
unsigned int last_path;
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
CoglAttributeBuffer *fill_attribute_buffer;
CoglIndices *fill_vbo_indices;
unsigned int fill_vbo_n_indices;
CoglAttribute *fill_attributes[COGL_PATH_N_ATTRIBUTES + 1];
CoglPrimitive *fill_primitive;
CoglAttributeBuffer *stroke_attribute_buffer;
CoglAttribute **stroke_attributes;
unsigned int stroke_n_attributes;
/* This is used as an optimisation for when the path contains a
single contour specified using cogl2_path_rectangle. Cogl is more
optimised to handle rectangles than paths so we can detect this
case and divert to the journal or a rectangle clip. If it is TRUE
then the entire path can be described by calling
_cogl_path_get_bounds */
CoglBool is_rectangle;
};
void
_cogl_add_path_to_stencil_buffer (CoglPath *path,
CoglBool merge,
CoglBool need_clear);
void
_cogl_path_get_bounds (CoglPath *path,
float *min_x,
float *min_y,
float *max_x,
float *max_y);
CoglBool
_cogl_path_is_rectangle (CoglPath *path);
#endif /* __COGL_PATH_PRIVATE_H */